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Strategy Ermac Frame Data

Somberness

Lights
Premium Supporter
what is the frame data when ermac is breaks airborne cuz it seems like he has a huge frame advantage
All characters air breakers are the same, or at least very similar. Around +32, give or take how high each character is. You want to be low as possible to land faster. If the opponent doesn't tech roll, you can combo them with lift until they start to get up and it can't be blocked. However, every breaker combo can be prevented by doing an immediate tech roll. At least, I think so, as I can't find a height where I can recover fast enough to be able to get them before they move.
 

Metzos

You will BOW to me!
Premium Supporter
All characters air breakers are the same, or at least very similar. Around +32, give or take how high each character is. You want to be low as possible to land faster. If the opponent doesn't tech roll, you can combo them with lift until they start to get up and it can't be blocked. However, every breaker combo can be prevented by doing an immediate tech roll. At least, I think so, as I can't find a height where I can recover fast enough to be able to get them before they move.
Even if they dont tech roll as long as they are holding block when they are on the ground, they will be able to block the lift. Just stating that out so that anyone wont think that a lift is guaranteed after an air breaker. If the opponent is holding block when he is grounded, lift will be blocked.
 

Somberness

Lights
Premium Supporter
Even if they dont tech roll as long as they are holding block when they are on the ground, they will be able to block the lift. Just stating that out so that anyone wont think that a lift is guaranteed after an air breaker. If the opponent is holding block when he is grounding lift will be blocked.
Ah ok, it's probably just the cpu being dumb. At least it's better than it being another bug.
 

KH_Captain

Nightwolf wannabe
Even if they dont tech roll as long as they are holding block when they are on the ground, they will be able to block the lift. Just stating that out so that anyone wont think that a lift is guaranteed after an air breaker. If the opponent is holding block when he is grounded, lift will be blocked.
it's still a good thing to mix in ermacs game every so often. If you are reading how opponent likes to get up you could probably get 1 free combo per match. though some people just like to tech roll every time i noticed some dont
 

KH_Captain

Nightwolf wannabe
I've been making a point not to break combos on the ground unless it's gonna kill, otherwise I wait til i'm in juggle state in order to get the big frame adv.
 

Icy X

Noob
I got a hypothetical question that I'll use ermac and baraka for example....

So say in such a matchup that ermac goes for b+1,2 and it is blocked by baraka, this leaves ermac at -8 disadvantage.... So can baraka then punish with his spin (7 frames)? Or does it become 8 frames doing spin from block? Thus allowing ermac to block otherwise be punished by the spin?

Basically I'm wondering since I think it takes 1 frame to go out of block if such thing matters for countering after blocked strings?
 

THTB

RIP Arez & Booya
I got a hypothetical question that I'll use ermac and baraka for example....

So say in such a matchup that ermac goes for b+1,2 and it is blocked by baraka, this leaves ermac at -8 disadvantage.... So can baraka then punish with his spin (7 frames)? Or does it become 8 frames doing spin from block? Thus allowing ermac to block otherwise be punished by the spin?

Basically I'm wondering since I think it takes 1 frame to go out of block if such thing matters for countering after blocked strings?
Yes, it means Baraka can spin for a punish.
 

Metzos

You will BOW to me!
Premium Supporter
I got a hypothetical question that I'll use ermac and baraka for example....

So say in such a matchup that ermac goes for b+1,2 and it is blocked by baraka, this leaves ermac at -8 disadvantage.... So can baraka then punish with his spin (7 frames)? Or does it become 8 frames doing spin from block? Thus allowing ermac to block otherwise be punished by the spin?

Basically I'm wondering since I think it takes 1 frame to go out of block if such thing matters for countering after blocked strings?
Yeah it means you have a 2f window to punish Ermac's B12 on block with spin.
 

Somberness

Lights
Premium Supporter
I got a hypothetical question that I'll use ermac and baraka for example....

So say in such a matchup that ermac goes for b+1,2 and it is blocked by baraka, this leaves ermac at -8 disadvantage.... So can baraka then punish with his spin (7 frames)? Or does it become 8 frames doing spin from block? Thus allowing ermac to block otherwise be punished by the spin?

Basically I'm wondering since I think it takes 1 frame to go out of block if such thing matters for countering after blocked strings?
It takes 7 frames, so you have 2 frames to punish it. The 1 frame to unblock does not affect anything unless you try and do something immediately after releasing block.
 
ugh. d3 is -2 on hit! How does ermac deal with Johnny cage, a d3 on hit or block means f3 pressure from Johnny? If this game were getting the patch it deserves that should be +2 on hit. So messed up.
 

zaf

professor
ugh. d3 is -2 on hit! How does ermac deal with Johnny cage, a d3 on hit or block means f3 pressure from Johnny? If this game were getting the patch it deserves that should be +2 on hit. So messed up.
Just need to use d1 as an interuption string, against f3 and walk away after the poke or cross up depending on the cage player. Ermac has no real options, 121 after a d1 will whiff on the first hit. 312 will whiff after the 3, so you have to be careful. You can try a 3-tks but has to be a good read. You can also try to d4 after a d1 but a f3 should beat it still. An iafb works well after a d1 as well. You can also d1 into a grab.

When i reference d1 here, it is all on hit btw.

D3 is +5 on crouch hit so its not all that bad. This is best for counter poking a poke because you know the d3 will hit. Because of its long reach d3 can also work against cage. You can use it to interrupt f3 and dash back. If cage does something you can try to whiff punish with tks
 

NRF CharlieMurphy

Kindergarten Meta
Am I wrong when I read this.... but d1 on hit cancel advantage is +15/+13 .... so does that mean that d1~lift is a true combo? I think i'm wrong but...
 

Illmatix

Remember, representing ermac is illmatic.
Am I wrong when I read this.... but d1 on hit cancel advantage is +15/+13 .... so does that mean that d1~lift is a true combo? I think i'm wrong but...
no it is not, it just means on hit he has to block it because you are at massive frame advantage.
 

Error

DF2+R2
Am I wrong when I read this.... but d1 on hit cancel advantage is +15/+13 .... so does that mean that d1~lift is a true combo? I think i'm wrong but...
There are no links in the game, (save Sonya F22 MS combos), so the lift can be blocked, but not avoided/armored in any way.